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EVE Online

EVE Online releases 17th expansion, Inferno

Sci-fi, Trailers, Video, EVE Online, Expansions, Game mechanics, MMO industry, Patches, News items, Sandbox

EVE Online - incoming missiles
CCP is a pretty polarizing topic in MMO circles these days. Whether you love or hate the studio's flagship EVE Online title and the community that surrounds it, one thing you can't say is that the devs lack a work ethic. Today marks the release of EVE's 17th expansion, and when we say expansion, we don't mean a glorified content patch that's been dipped in PR sauce.

Inferno boasts a reworked war declaration system, substantial faction warfare updates, a new mercenary marketplace, enhanced graphics, new missile and launcher effects, and a host of other features focusing on everything from inventory to new modules and ship balancing.

CCP has also released a slick new Inferno trailer, which we have for you right after the cut.

[Source: CCP press release]

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EVE Evolved: Preparing for the Inferno expansion

Sci-fi, EVE Online, Economy, Expansions, Game mechanics, Patches, PvP, Opinion, EVE Evolved, Guides, Sandbox, Crafting

EVE Evolved title image
The Inferno expansion is set to launch on Tuesday May 22nd, promising a complete revamp of EVE Online's war declaration system and a whole host of new modules. If you're in a wardec corp, you'll need to make a few adjustments to the way you operate when the patch goes live. The minimum war fee will increase to 50 million ISK even if you're declaring war on a small corporation, making very small corps less-appealing targets. The fee increases based on the number of members in the target corp, but it doesn't start increasing until around the 130-member mark. If you want to get your money's worth, you'll be best off picking a target corp with 100-150 members or selecting very high-value small targets.

Be very wary of wardeccing large alliances after the patch. While the previous war system swung in favour of the attacker, the new system has gone to the opposite extreme. Large corps and alliances are now significantly more costly and dangerous to declare war on, especially as the defender can now call mercenaries into the war at any time. Players have complained that the increasing war costs could be abused by getting all alliance members to add alts to the corp, but this would be a logistical nightmare to apply in practice and would increase fees by only a few hundred million ISK. If alt padding becomes a problem, CCP will undoubtedly step in and revise the fee structure.

In this week's EVE Evolved, I look at the new modules and gameplay changes coming in Tuesday's Inferno expansion and give some tips on preparing for the patch.

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EVE Insider gets into the nitty gritty of the new ally system

Sci-fi, EVE Online, Game mechanics, News items, Dev Diaries, Sandbox

Evil Pair of Ducks v. Pair of Ducks: FIGHT
In a never-ending effort to facilitate the spread of war and destruction, the good folks at CCP have cooked up an Ally System for EVE Online's upcoming Inferno expansion -- a system that will enable players to put their services on hire or find a buddy to join them in a war. In a dev diary update today, the system was brought out into the light and displayed in detail.

Wars you're engaged in will show up in the Our Wars tab (under the Wars tab, under the Corporation tab in your Neocom), as will any wars that you're an ally in. If you're a CEO or Director, you can list yourself as Open For Allies and decide whether or not to accept offers for help -- which you should expect, naturally, to come at a price. Negotiation of prices can be carried out through normal communication channels, as the current UI allows you only to accept or decline the offer.

If trouble hasn't found you and you want to spice things up, the All Wars tab is the place for you: It's a list of, well, all active wars, with information like who's asking for an ally and wars with one or more allies. By default, the list shows the 50 most recent wars, but it's also searchable by corporation/alliance. There's an "Assitance requests only" box that you can check to speed up the sword-selling process. Once you've made an offer, possibly done some negotiating, and been accepted, you'll be counted as an ally, although you'll have to wait 24 hours to start fighting.

The purpose of this system is to give more options to defenders, introduce some risk for attackers, and provide ways for mercenaries to support themselves. There's a whole list of extra rules and explanation over on the blog proper, so be sure to check it out.

EVE Evolved: Risk vs. reward in lowsec

Sci-fi, EVE Online, Culture, Economy, Game mechanics, Professions, PvP, Opinion, EVE Evolved, Sandbox

EVE Evolved title image
In EVE Online's early years, one of its core design philosophies was adherence to a strict risk vs. reward balance scheme. There were riches out there to be found, but to get them, you had to put yourself in the firing line. Police ships patrolled high-security space to keep players safe from piracy, but the only resources available there were low-bounty frigate NPCs and inexpensive ores like Veldspar, Scordite and Omber. In the lawless far-reaches of nullsec, huge NPC bounties and rare ores containing Megacyte and Zydrine tempted hundreds of pilots to head out and make their fortunes.

Nullsec offered absolutely no protection against player attacks, and the only safety to be found was in sheer military force. The biggest and best corporations hoarded these gold mines for themselves, locking down the few entrances into the regions and patrolling the skies for unwanted visitors. Low-security space offered a middle-ground between these two extremes, a place where the everyday pilot could enjoy increased income and pirates were easier to spot. At some time in the past nine years, lowsec lost its place in the game and became simply not worth the effort. But how did that happen, and what can be done to fix it?

In this week's EVE Evolved, I look at why lowsec systems are now ghost towns and suggest an alternative design philosophy that I think could revitalise these under-used areas.

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EVE Online: Inferno website goes live

Sci-fi, EVE Online, Expansions, Game mechanics

EVE Online
Pay attention: The universe is going to war on May 22nd. That's awfully nice for the universe to schedule these things and give us a heads up, don't you think? If that isn't enough, the makers of EVE Online: Inferno have given us the official expansion website with an infolicious, nougaty center.

The brand-new website has information on EVE's 17th expansion, including details on the graphics update, the war declaration system, the mercenary marketplace, the unified inventory, and more. According to the website, "Inferno invites new players with a lower barrier to entry, empowers veterans with more control over their wars, and entices combatants of all types with advanced new weaponry."

Our own EVE Online columnist Brendan has been busy covering the expansion, with analysis on Inferno's mining system and the PvP revamp.

EVE Online overhauls factional warfare for cleaner systems and bigger consequences

Sci-fi, EVE Online, Game mechanics, PvP, News items, Sandbox

It's more fun to read about this stuff than... um... well, I guess playing it still looks like reading about it.
Factional warfare isn't a part of EVE Online you hear about very often, and according to the latest design blog, that's partly because the system itself was a mess. The developers are hard at work overhauling the warfare system so that it will be easier to understand, will be more intuitive to use, and will have more substantial bonuses and penalties for factions actively participating in the war. The usability changes are small but significant, mostly centering around consolidating the system's important details under a unified naming schematic.

Turnaround time for system control is being lengthened to roughly 30 hours, but the penalties for enemy factions are also becoming more severe. Enemy factions cannot dock at stations in occupied systems, and the faction in control will be able to spend Loyalty Points to gain special upgrades so long as the system is controlled. If you like going to war in your internet spaceship but aren't really a fan of the wild frontier devoid of security, it might be worth taking a look at the newest design entry.

CCP launching EVE Online drop pod into the stratosphere tomorrow

Sci-fi, EVE Online, Culture, Events, real-world, News items, Sandbox

Not bad!
EVE Online players are well-accustomed to flitting about the depths of space in internet spaceships, but tomorrow, CCP Games will be taking its first jaunt into real-life space with the launch of a high-altitude balloon from just north of CCP headquarters.

The balloon will carry a replica EVE pod (pictured above) containing the names of EVE Online players high into Earth's stratosphere before landing (hopefully) in the middle of Kleifarvatn, a lake on the Rekhjanes peninsula in Iceland. Iceland Telecom will be providing a live video feed and GPS tracking of the balloon, and three HD cameras aboard the balloon will allow fans to view the entirety of the balloon's journey after the pod is recovered (by the Icelandic Coast Guard, no less). For the full details and links to the live video stream and GPS tracking, just head on over to the official announcement at EVE Insider.

EVE Evolved: Nine years of EVE Online

Sci-fi, EVE Online, Culture, Expansions, MMO industry, Patches, EVE Evolved, DUST 514, Sandbox, Anniversary

EVE Evolved title image
Last week I celebrated the fourth anniversary of the EVE Evolved column with a competition to win one of two 30-day pilot's licenses. Congratulations to winners Dong Yi and Atrameides Denard, whose prizes have been contracted in-game. Today EVE Online itself turns nine years old, and so this week's EVE Evolved column takes a look back at the top EVE stories of the year. It's been a rollercoaster of a year for CCP, with the infamous monoclegate scandal hitting subscriptions hard during the summer and only recently starting to recover.

The drama kicked off as the much-touted Incarna expansion drew close and CCP revealed that it would contain no multiplayer elements and would introduce a microtransaction store for vanity items. Players didn't seem to mind the cash shop as long as it contained only vanity items, and CCP had previously promised that microtransactions would be limited to those types of items. When the Incarna expansion finally launched and players got a first-hand look at the cash shop, however, it became apparent that something was fundamentally wrong.

In this week's EVE Evolved, I look back at the top EVE stories of the year, from the incredible videos and scams to the story of how CCP brought EVE Online back from the brink of disaster.

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EVE producer: F2P converts were 'failing,' subs still viable

Sci-fi, EVE Online, Business models, Culture, Interviews, MMO industry, New titles, News items, Free-to-play, DUST 514, Sandbox

EVE Online - ship trio
The death of the subscription model has been greatly exaggerated, according to CCP. This view isn't terribly surprising if you consider the fact that the company's fortunes ebb and flow with sub-based EVE Online. What is somewhat surprising is the frankness with which EVE producer Jon Lander talks about the free-to-play mania that's gripped western dev studios in recent years.

"You look at the companies who did go free-to-play. They retrofitted it on, and that was because their games were failing. They didn't care about the tiny nugget of players who were still playing, because they knew they would get a huge number of other players and it would be more profitable," Lander told PC Gamer, before going on to explain how such a retrofit would kill EVE's essence.

Overall quality and the desire for long-term play also factor into a title's business model, Lander says. "If you have a really good game [...] and people want to spend a long time playing it, not like a month or two but like EVE players for years at a time, they're prepared to pay a subscription fee for a good quality gaming experience."

He also mentions EVE's PLEX system, which allows for real-world money to be injected into the EVE economy sans shady third-party brokers. And of course, CCP is experimenting with free-to-play via its new DUST 514 shooter, which Lander says was built from the ground up for the new business model. It's not necessarily the future, though. "People say the subscription MMO is dead. I fundamentally disagree with that. It's simply not the case," he says. Hit the jump for video excerpts from the interview.

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New CCP interview recaps recent EVE turmoil, looks forward

Sci-fi, EVE Online, Game mechanics, Interviews, MMO industry, News items, DUST 514, Sandbox

EVE Online - battlecruiser at warp gate
"It's not our game," says CCP's Jon Lander. He's talking about EVE Online, and he makes no bones about the firm's role in the ongoing internet spaceship drama that is New Eden. "We're the janitors of it; we sweep up and make sure the power's still running and whatever, but it's their game. EVE is the sum history of their personal interactions, and we don't own that. We just look after it."

The "their" Lander refers to is the game's playerbase, of course, and he tells GamesIndustry.biz that despite the turmoil of the last 12 months, the EVE property is none the worse for wear (and in fact it may be getting stronger due to a design re-focus and the imminent arrival of DUST 514).

Ultimately the interview brings no new information to the table, but it does serve as a handy recap of recent EVE events. It also offers up more than a few juicy quotes from both Lander and lead game designer Kristoffer "CCP Soundwave" Touborg.

CCP analyzes EVE's Jita player event

Sci-fi, EVE Online, Events, in-game, Game mechanics, MMO industry, News items, Sandbox

EVE Online - Jita heatmap
If you warped into EVE Online's Jita merchant hub last week, chances are you didn't make it out alive. If you were plying your trade elsewhere in New Eden, the much-hyped "Burn Jita" campaign likely didn't even register on your radar.

It registered on CCP's, though, as shown by the company's latest EVE-focused dev blog. As per usual, there are a bunch of pretty graphs and plenty of tech-speak. There's also some verbiage related to TiDi (time dilation), which is CCP's way of dealing with massive concentrations of players in its single-shard universe. It's worth noting that since the devs had advance warning of this particular player-run event, they were able to beef up EVE's server infrastructure to handle the increased load. You can read all the technical details on the game's official website.

EVE Online celebrates nine years of internet spaceships

Sci-fi, EVE Online, Events, in-game, News items, Sandbox

Screenshot -- EVE Online
Break out the cake and presents because EVE Online is turning nine years old on May 6th! That's right, the internet's premier spaceship/spreadsheet simulator is almost a decade old, and CCP Games is doing it up big-time with this year's anniversary gift packages.

Beginning on May 4th, players will have the opportunity to choose one of eight fabulous prize packages that include goodies such as ships, skill books, implants, mining crystals, and more. To take a look at all of the wonderful goodie bags that CCP has prepared for you, just head on over to the EVE Online official dev blog and check out the full announcement.

EVE Evolved: Four years of EVE Evolved

Sci-fi, EVE Online, Contests, Opinion, EVE Evolved, DUST 514, Guides, Sandbox, Anniversary

EVE Evolved title image
On April 27th, 2008, I joined the Massively crew and published the first edition of a new weekly column dedicated to the world of EVE Online. It's hard to believe that the EVE Evolved column is now four years old, spanning nine major expansions and predating CCP Games' transformation into an industry giant with three games in development. Since the column's first crude scribbling about shuttles, I've written over 200 in-depth articles, guides, stories, and opinion pieces. With its free expansions and iterative updates, EVE is a rapidly changing game that provides a constant supply of things to write about.

To celebrate the fourth anniversary of the column, I'm giving away two 30-day Pilot's License EXtensions to two lucky readers. To enter the competition, leave a comment stating which EVE Evolved article from this year is your favourite, and why it's your favorite, and what topic you'd like to see covered in the coming year. You will need an active EVE account to claim the prize, so be sure to include a character name with your comment if you want to be able to win a prize. If you're not comfortable with giving out your character name, use an alternate character or sign up a new trial account. The winners' names will be revealed in next week's column.

In this week's EVE Evolved, I look back at some of the highlights from the column's fourth year.

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EVE Online's CSM 7 looks toward the future, opens communication

Sci-fi, EVE Online, Culture, News items, Sandbox

Screenshot -- EVE Online
EVE Online's CSM 7 took office earlier this month on April 4th, and the Council of Stellar Management is now officially in business. Today, the members of the CSM have released a letter outlining their plans and philosophies for the future. They first take the opportunity to announce their CSM officer choices, revealing Seleene as the CSM Chairman, Trebor Daehdoow as Vice-Chairman, Two Step as the CSM Secretary, and Hans Jagerblitzen as Vice-Secretary.

The letter then takes a moment to address the upcoming CSM 7 summit, which will be taking place between May 30th and June 1st. The CSM members note that "the summit will be a major opportunity to provide community input as CCP develops [its] plans for the Winter Expansion," and they encourage players to make their voices heard. But how? Well, the letter states that "one thing that CSM 7 will be doing differently than past CSMs is directly communicating with the players as much as possible" through a variety of media, including in-game chat, the CSM member blog, Twitter, and monthly Town Hall meetings, the first of which will be taking place in-game on May 19th. So get out there, players. Now's your chance to make your voices heard and to shape the future of the EVE Online galaxy.

EVE's Escalation video talks new status bar, missile effects, and more [Updated]

Sci-fi, Video, EVE Online, Game mechanics, MMO industry, Patches, News items, Sandbox

EVE Online - new missile effects
It's patch day in New Eden. Today's Escalation update is the first step on the road to next month's Inferno expansion, so CCP has rolled out a new dev diary video to give all you internet spaceship jockeys a heads-up on the more pertinent changes.

Lead designer CCP Soundwave is today's talking head. He takes us through the changes to the drone regions, which CCP hopes will revitalize EVE Online's mining trade. "Mining will actually be done through mining rather than shooting NPCs," Soundwave deadpans.

Incursion spawns and payouts are also being tweaked, though Soundwave doesn't spend much time on that particular detail in this video. He does show off EVE's new effect bar, though. Prior to the patch, pilots needed to hunt down aggressors via the game's overview, but now there's a little status bar above the hull/armor/shield readout that displays pertinent combat info at a glance.

Finally, CCP has been hard at work revamping EVE's missile effects. The tweaks follow on from last year's turret upgrades to bring even more visual ooohs and ahhhs to EVE's combat. More details are available in the clip after the cut.

[Update: While the missile effects are featured in the video, we've changed the title of the article to reflect the fact that they're not live yet. We've also flogged ourselves accordingly.]

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